• Title/Summary/Keyword: Learning Elements

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A Case Study on Applying Reflective Journal to The Engineering Classes in College (전문대학 공학계열 수업에서의 성찰저널 적용 사례연구)

  • Hong, Yu-Na;Maeng, Min-Jae;Chung, Ae-Kyung;Yi, Sang-Hoi;Kim, Neung-Yeun
    • 전자공학회논문지 IE
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    • v.47 no.1
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    • pp.22-33
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    • 2010
  • The main purpose of this study was to develope a reflective journal and examine its effects on student's academic achievement and self-regulated learning strategies. For this study, 'a structured reflective journal' was designed through the steps of systems approach with the purpose of enhancing student's academic achievement and self-regulated learning strategies, especially meta-cognition and critical thinking. The reflective journal used in this study contained the constructive elements of (1) self-evaluation with 5 likert scale, (2) learning essay, (3) dialogue with peers, and (4) dialogue with professor. A total of 94 freshmen enrolled in one of two sections of the engineering courses(theory-based class and experiment and practice-based class) participated in the study for 8 weeks. A pre-test-post-test design was used to examine the effects of the application of reflective journal on student's achievement and self-regulated learning strategies. For the result, analysis of covariance was conducted to determine whether there were any academic achievement differences and self-regulated learning strategy differences. The results suggested that students were taking advantages of the reflective journal, and there were statistically significant differences in academic achievement in the experiment and practice-based class and self-regulated learning strategies in both classes.

Lesson Recommendations and Learning Effect of College English Class (교양 영어 수업 제안과 학습효과)

  • Park, Joo Eun
    • The Journal of the Convergence on Culture Technology
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    • v.8 no.2
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    • pp.235-242
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    • 2022
  • The purpose of this study is to propose an effective class of College English, one of the essential liberal arts subjects of S University, and to analyze the learning effect. This subject targets students with different majors in the first grade, and the learning goal is to improve their reading skills by analyzing students' English skills, especially sentences, as grammatical elements in everyday situations. This thesis examines how College English classes can be conducted in the form of convergence class in the COVID-19 era to induce students' learning motivation and create learning effects. The form of this convergence class is as follows. First, lecture videos, second, Webex real-time non-face-to-face classes, and third, face-to-face classes. In this study, the class procedure of the first class among the classes that were actually conducted during the semester was presented as an example. The researcher specifically surveyed the pre-class questionnaire and conducted the class by grasping the students' English skills and characteristics of the learners through the results. And after taking the course, the questionnaire was surveyed into 30 items and the results were analyzed. Specifically, the results of satisfaction with the composition of the lecture, satisfaction with the lecture video, satisfaction with the face-to-face class, interaction with students, and learning effects were analyzed. This class proposal is a learner-centered model in the form of convergence.

Case study of Ontact PBL Development and Application to Improve Teaching Presence & Learning Presence (교수실재감 및 학습실재감을 높이기 위한 Ontact PBL 개발 및 적용 사례 연구)

  • Lee, Seong Ah
    • Journal of Christian Education in Korea
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    • v.70
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    • pp.303-337
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    • 2022
  • The purpose of this study is to realize Ontact PBL that can sufficiently contain interactive elements that can increase the perception of reality between professors and students in an environment without human contact. This is a class designed, developed, and operated ontact PBL for the first semester of 2021. As a result of diagnosing the realism of teaching and learning for students who took the class, the average teaching realism improved significantly by 0.95. This was found to be effective in improving the sense of realism in teaching as there were many related opinions in the reflective journal on students' classes. In addition, there was an effect on learning presence, and it was confirmed that emotional presence, which is a sub-element of learning presence, significantly improved by 0.7, social presence by 0.5, and cognitive presence by 0.6. Learning presence also confirmed the students' reflection on the class, and it was possible to judge that Ontact PBL was effective in improving the sense of presence.

A Case Study on Course Game Based Elements for Learning Object-Oriented Concepts (게임 요소 기반의 객체지향 개념 학습에 대한 수업 사례 연구)

  • Kim, YongCheon;Jang, YunJae;Yoon, IlKyu;Kim, JaMee;Lee, WonGyu
    • The Journal of Korean Association of Computer Education
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    • v.17 no.5
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    • pp.1-13
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    • 2014
  • Programming education helps learners solve real world problems by applying the principles of computer science. In particular, in the case of object-oriented programming centered around objects or problems that are observed in the real world, learners are able to make the most use of their programming skills in real life. Therefore, in this study, we sought ways to have learners grasp object-oriented concepts in a learner-friendly manner. To this end we conducted an experiment with six students as participants. As a result we could derive two main points. First, the learning tools which can be easily used by learners are required. Second, it is necessary to think thoroughly to learn concepts before implementation of the programming. This study has significance in the sense that it provides a learning method which helps a novice learner to learn the object-oriented programming that he or she feels difficulty to understand.

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A Study on the Development of Web-based Discussion System with Hill's Discussion-based Teaching Model (Hill의 토론 학습 모형을 적용한 웹 기반 토론 학습 시스템 개발)

  • Kim, Jeon-Hoon;Lee, Jae-Mu
    • Journal of The Korean Association of Information Education
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    • v.11 no.1
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    • pp.99-114
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    • 2007
  • The web-based discussion allows learners to participate in the learning actively and positively, and it can provide learners with the learner-oriented active interaction and learning environment. However, the web-based discussion produced communication-oriented learning environment using bulletin board and data directory and researched mainly the state and activation of the discussion, and had less system supporting dynamic discussion process. Even if the discussion made appearance partially and totally as learners' activities at a variety of web-based teaching, specific discussion-based teaching model was not developed. Therefore, a systematic web-based discussion system needs to be developed to activate human interaction and to give shape to the stages and elements of the discussion model. The paper supports dynamic discussion activities and applies Hill's common discussion model describing detailed discussion stages to develop systematic web-based discussion system.

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A Survey on Neural Networks Using Memory Component (메모리 요소를 활용한 신경망 연구 동향)

  • Lee, Jihwan;Park, Jinuk;Kim, Jaehyung;Kim, Jaein;Roh, Hongchan;Park, Sanghyun
    • KIPS Transactions on Software and Data Engineering
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    • v.7 no.8
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    • pp.307-324
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    • 2018
  • Recently, recurrent neural networks have been attracting attention in solving prediction problem of sequential data through structure considering time dependency. However, as the time step of sequential data increases, the problem of the gradient vanishing is occurred. Long short-term memory models have been proposed to solve this problem, but there is a limit to storing a lot of data and preserving it for a long time. Therefore, research on memory-augmented neural network (MANN), which is a learning model using recurrent neural networks and memory elements, has been actively conducted. In this paper, we describe the structure and characteristics of MANN models that emerged as a hot topic in deep learning field and present the latest techniques and future research that utilize MANN.

A Method of Graphic Representation of Mathematical Sentences for Game Generation (게임세대를 위한 수학문장의 그래픽 표현방법)

  • Chang, Hee-Dong
    • Journal of Korea Game Society
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    • v.12 no.5
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    • pp.5-12
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    • 2012
  • The information represented by graphic is preferred more than by text to the game generation familiar to computer games in the cognitive style. The learning to solve the math problems represented by graphic is significantly effective to improve learner's problem-solving power in math education. In this paper, we proposed a method of graphic representation of mathematical sentences for effective learning of the game generation. The proposed method arranges the unit informations in the logical structure and represent the logical interrelation between the informations by symbols, line segments, or arrows using the graphic elements with good visibility for the game generation to recognize easily and to understand accurately the logical meaning. The proposed method is able to represent accurately the math sentences until the detail level that appears the tense and the voice of the sentences differently from the previous graphic representation method's ability. The proposed method could be used as learning tools and used widely to represent graphically mathematical informations for the instructional scaffolding of an educational game in oder that the game generation could learn effectively.

Learning Heuristics for Tactical Path-finding in Computer Games (컴퓨터 게임에서 전술적 경로 찾기를 위한 휴리스틱 학습)

  • Yu, Kyeon-Ah
    • Journal of Korea Multimedia Society
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    • v.12 no.9
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    • pp.1333-1341
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    • 2009
  • Tactical path-finding in computer games is path-finding where a path is selected by considering not only basic elements such as the shortest distance or the minimum time spend but also tactical information of surroundings when deciding character's moving trajectory. One way to include tactical information in path-finding is to represent a heuristic function as a sum of tactical quality multiplied by a weighting factor which is.. determined based on the degree of its importance. The choice of weighting factors for tactics is very important because it controls search performance and the characteristic of paths found. In this paper. we propose a method for improving a heuristic function by adjusting weights based on the difference between paths on examples given by a level designer and paths found during the search process based on the CUITent weighting factors. The proposed method includes the search algorithm modified to detect search errors and learn heuristics and the perceptron-like weight updating formular. Through simulations it is demonstrated how different paths found by tactical path-finding are from those by traditional path-finding. We analyze the factors that affect the performance of learning and show the example applied to the real game environments.

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Re-anonymization Technique for Dynamic Data Using Decision Tree Based Machine Learning (결정트리 기반의 기계학습을 이용한 동적 데이터에 대한 재익명화기법)

  • Kim, Young Ki;Hong, Choong Seon
    • Journal of KIISE
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    • v.44 no.1
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    • pp.21-26
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    • 2017
  • In recent years, new technologies such as Internet of Things, Cloud Computing and Big Data are being widely used. And the type and amount of data is dramatically increasing. This makes security an important issue. In terms of leakage of sensitive personal information. In order to protect confidential information, a method called anonymization is used to remove personal identification elements or to substitute the data to some symbols before distributing and sharing the data. However, the existing method performs anonymization by generalizing the level of quasi-identifier hierarchical. It requires a higher level of generalization in case where k-anonymity is not satisfied since records in data table are either added or removed. Loss of information is inevitable from the process, which is one of the factors hindering the utility of data. In this paper, we propose a novel anonymization technique using decision tree based machine learning to improve the utility of data by minimizing the loss of information.

Large Scale Entertainment System based on Gesture Recognition for Learning Chinese Character Contents (제스처 인식 대형 놀이 시스템 기반 한자 학습 콘텐츠)

  • Song, Dae-Hyeon;Park, Jae-Wan;Lee, Chil-Woo
    • The Journal of the Korea Contents Association
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    • v.10 no.9
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    • pp.1-8
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    • 2010
  • In this paper, we propose a large scale entertainment system based on gesture recognition for learning Chinese character contents. The system is consisted of parts that forecast user's posture in two infrared images and part that recognize gestures from continuous poses. And we can divide and acquire in front side pose and side pose about one pose in each IR camera. This entertainment system is immersive in nature and convenient for its gestures based controlling system. Also, it can maximize information transmission because induce immersion and interest using two large size displays and various multimedia elements. The learning Chinese character contents can master Chinese character naturally because give interest to user and supply game and education at the same time. Therefore, it can expect synergy effect that can learn playing to user combining with large entertainment system based on gesture recognition.